Resym is pretty finicky about geometry. I suspect it's not going to help you much there. Mirror and Weld on X and Z might be a better bet. You'll need to delete your subdivision levels, but once you've got your model looking suitably symmetrical, you can simply duplicate it, Zremesh it at a manageable polygon count and…
IMO the polygon count on the hair sounds a bit overkill, since it's not much as a center of the attention of the character. But oh well... I have a WIP character roughly 130k tris without the hair. So, maybe it's not an overkill after all. :smiley: Great job on the definiton of materials. Even though the colours could be…
USE AT YOUR RISK; do not use abusively. May 2015a.d. Me is intending to participate with the contest, and curiously looking at the forum posts. Thanks for posting the 90 k polygon counts. Me has been making 1 M polycount models, decimating to 16 k, but the results not satisfactory. Maybe me will try the higher count, but…
@switz: thank you :) yes that's right, most of the ornamental details I start by creating the shape with splines and then convert them into polygons. So from there I have a flat plane with the outline and from there on add in edges and drag these out to get the 3D shape. @Minos: Thanks, great job on you throne room scene…
That's not an n-gon (a polygon with greater than 4 sides) exactly, rather called a pole. Whether it's bad or not depends on what the mesh is used for. Will it deform and animate? Then it's probably not great. Is this a sub-d highpoly? if so, how does it smooth? Such geometry isn't inherently 'bad' but there might be…
OP: The original post looks like max is baking an averaged projection and xnormal isn't. Xnormal handles very high poly models better than other tools, for me that is the main reason to use it. When I have something lower polygon (not a sculpt) I like to bake in max since I can create groups for projections and skip…
One thing I noticed topology wise is that your overall asset is quite low poly (which is fine), but then a lot of your polycount seems to be dedicated to the rope (which is very thin/small). In other words, you should try to dedicate your biggest amount of polygons to the elements of your model that will draw the most…
@FuzzyOwl Im not quite sure I see the error in the image you attached but if it is a baking error as you say, try setting the smoothing group to 1 for all the polygons in tn the low poly before baking, that usually solves my baking problems. If the error persists maybe open your maps in photoshop and try to locate and blur…
lovely model but those planes look horrific, honestly just do it with some real geometry - the additional polygons are less of a performance drain than 18 transparent pixels on top of each other and look much nicer. As shadownami92 says, this isn't even player facing and from another player's perspective it's going to be…
"Fuck the math, I'll be a game developer instead." I guess it took me a while to figure this one out cuz most of us know math. "It'll take 50 million polygons to fix your face." "Ctrl S for swag." "This is Wong on many sub division levels." "You dont belong in this view port." Am I doing it right??